Attention to detail

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Yeah, Hitman 2 was all about thinking in a nonlinear fashion.

I liked how your cell phone in GTA4 interfered with the car stereo when you were about to receive a message or a call. That was some HOLY SHIT attention to detail, and only people who had a 2G phone would know about it now.

The game is built around this sort of stuff in it's entirety, it's more interesting if the game didn't need the detail but has it anyway, like the guard in the tower in Deus Ex.

Everyone knows about the MGS2 icecubes and shit. In the Mad Max game, when you rev the engine of your fucking junk titan of interplanetary destruction mobile, fire spews out from the exhaust, and drops onto the floor and burns for a bit. It's nothing groundbreaking, but it's nice, especially for an open world AAA game. Cars in Just Cause 2 also get dirty, if you drive them offroad, which is weird, since you're never supposed to drive in that game, and snow and sand gather on Rico's clothes if you're in snowy or sandy areas.

GTA4 had a lot of small details.If you turn the car off by holding the button to get out you hear Niko pull the handbrake.

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Did you know you can park a helicopter on the street in front of the apartment that isn't under the goddamn train tracks? It only takes a little damage when you take off and land, and is repaired after each save or load. You may have to push it into and out of the parking space that saves it. That's neat, but admittedly dumb. Alas, I nothing else in the game REALLY jumped at me as far as HOLY SHIT, TECHNOLOGY goes.

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Both the HD games are crazy for this shit. Some stuff I've noticed in 5

-First person view will be tinted if you're wearing sunglasses or a helmet with a visor
-If you rev your engine at a stoplight next to an NPC sports car, the other car will take it as a challenge and peel out when the light turns green
-If you've been driving a long time your character might have visible back sweat when he gets out of the car

Not much. I'm one of the few that liked the game and still do.

The ice cubes on the first level melt realistically, it's basically part of game engine physics trivia 101. More interesting is the water aesthetics of the boot then that though since the ice cubes only really interesting to people who care about the backend things.

Not enough games do this.


Yea. I guess that's why some people say HD GTA is more of a glorified tech demo than a game.

*of the boat

if you blow your horn at someone at a red light they will eventually beat the red light

you can see the magazine fall on the ground post-reload

working speedometers and odometers

the only thing they don't account for is bullet drop and travel time. Where you can blow the Atomic Zeppelin up from anywhere by just pointing at it

Recently a lot of games do this, they chamber s round though the ejection port and then continue normally.

A nice detail in bf1 is that your character stops the round from ejecting when you reload mid mag in bolt action rifles.

GTA4 had lots of nice little details. My two favorites were

You can't put your seat belt on. I'd have found that out by now. No way.

Its true
You get in the car and dont fucking drive immediately cmon user

True, it was the only thing that came to mind. Every time a thread like this comes up all examples leave my memory, despite small details being some of my favourite things in games.

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Niko putting on a helmet when you sat down on a bike was also really cool. One from The Saboteur (love that fucking game, can't wait for EA to reboot it :^)), if you stopped moving and hit shift, Sean would light a cigarette and start smoking it. If you started moving while the cigarette wasn't in his mouth, he would flick it away. But if it was in his mouth, and you start moving he would keep it in his mouth.

IT'S PAYNE

Oh, one thing I love in GTA 4 and 5 is the fake internet with the fully functional websites.

It's the little things that make a game stand truly out.

GTA4 had a mock honey-pot CP site that would auto give you 4 stars. You could also tell it was fall from seeing everyone's breath and when it rains people would shiver.

And if you stood still indoors or out of the rain after getting wet from rain, Niko would pat himself and shake his legs to try to dry off a bit.

As much as people don't like GTA V here, that game has insane attention to detail. Rockstar games usually have lots of it but GTA V takes it to another level

I remember MK9 having lots of it but can't recall a single one right now

Also games like Nethack and Dwarf Fortress are must said here of course

I just wish the subways had people on them. Being from NY, the subways are always packed. The Bronx area was also too small and had nothing going on.
It's far from perfect, but I liked it.
GTAV wasn't as impressive for me. I enjoyed it, but I still like 4 more. Maybe I have a bias for the setting of 4 more.

Personally, I find Niko, Roman and all of the IV characters far more relatable, since I'm from the Balkans myself and I'm not rich, insane or a nigger.

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откуда ты родом?

It was very different for a GTA game.

In MGS4 you can see the spent shells and mags on the floor. And if you reload before you finish the mag you can see a round still in the mag and also the ejected round is a full bullet.

Zelda Series

Race continuity.
One of my favourite aspects of it.

MGS4 had a thing that really fucking pissed me off.

GTAV was impressive in many ways but it had to sacrifice a lot from GTAIV.

I feel like part of what was lost on the gameplay side was gained on the map design side. The level of detail in GTA V's map is just insane.

Except that when GTA4 was the thing, everyone complained how silly-looking and memory-inefficient the ragdoll physics are, and how cars handle horribly and all that

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You say that now, but when the game came out there were constant threads on half/v/ about how driving is sluggish and unrealistic.
And the then-awful performance of the PC port was indeed mostly attributed to the demanding ragdoll physics engine.

It's a good thing we have retrospect, user.

I loved that the cars handled like big things with weight. It made chases actually tense and the cops vs thugs online mode super fun. I always did my best to be a driver as I was really good at it and it was always obvious when some loser who thinks pedal to the metal is the only right answer all the time was always in my dust.

I don't know if I like GTAIV more than GTAV, they've both good for different reasons. GTAIV is more like a city, GTAV is more like a caricature… I know for certain that the technology in IV is miles ahead of V, I don't know why though. There are no reason to remove a lot of stuff that they did.

Whoa, that song had me grooving. Was it written specifically to be played at this one part in this one game?

If I remember well, its a Piano version of Late Goodbye.

I see. Too bad that piano cover sounds so much better.

It had all of the best parts of the standard open world game, with plenty of explosions and ethnic charm. Good character interactions too. Are we going to hell irishman?

In a way, dumber AI, simpler physics and shooting and instakill melee and explosions work well with the lighthearted antihero action movie feel the game was obviously going for. Slow fistfights, smart AI and realism are better suited for the grim realistic drama that GTA4 portrayed.

You can say one is objectively more technologically advanced, but you can't say it's more fun. Similar to how deep drama movies take much better actors and directors and such to turn out good, but give the audience as much enjoyment as action flicks. Except it's a different kind of enjoyment.

Explain? You mean the hylians and Zora and shit? They seem to change a fair bit all the time.

How could anyone believe this? Do you think it's realistic that you can pull easy 90-degree turns at top speed like in GTAV?

.. is this GTA5?

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gta 5 is shit but the attention to detail is pretty cool some times, i just wish the online wasnt so shit since i always wanted another good gta online after APB died reloaded a shit and after i tried the online on my brothers ps4 i feel glad i pirated the thing

all guns have a range limit though, so you need to be at at least 1.5km from it since that is the range the heavy sniper starts doing no damage and it is the weapon with the biggest range in game

APB reloaded isn't that bad. Engine update never fucking ever though. I mean, it's not good. It's thoroughly mediocre, and if you don't git gud, you just get farmed. Still has some top tier ways to have fun, like bullying people with dump trucks, or joining empty districts where some shitter is ramraiding to steal all of his shekels.

Love the musical frying pans on the boat in the first part of MGS2. That whole game has a lot of attention to detail actually.

kek that`s how i mainly had fun on reloaded, bullying people with garbage trucks and logging in at 3am on an empty district to ninja the shekels of a guy who was too stupid to launder the 100k of money he was carrying

Another great one is parking your Vegas or similar fast but heavy-ish car near a phonebooth, and whenever someone tries to speed past you in their car, you knock them into the phonebooth and they explode instantly.

I think it is.

Also, one great thing about GTA V was the (primitive) fire spreading. It's no Far Cry 2, and there are no visual traces of the fire, but you can ignite some countryside with a few molotovs.

another one that might piss people off and requires no confrontation is how lots of people who dont have the money to get their own van use a stolen one to steal goods so you hide near any of the criminal spawns and when someone is carrying loot out of the van you steal the van, sell everything as evidence and then retrieve the van itself for extra cash since it is stolen

And the TECHNOLOGY in Max Payne 3.

why rockstar, why

also

That's a great one too, since if you don't get out, they can't do shit, and they will usually try to push you around, ending in the van blowing up and their shit getting spewed everywhere, and if there's no van around it despawns too fast, and if there's a van, there's jack shit they can do if you get to it first.

Christ, you're making me want to play APB again, but the friend I play with is waiting for the engine update, which was announced for six months ago, then five months ago, then four, then a month, and it's supposedly coming out by the end of the month.

not even the funny head on ragdoll when you jump from some height and get your face into a door frame

All that was in MP1-2 as well in a way they could do that at a time. Except these are good games.

Reminds me of tossing fireballs into wheat at Overlord.

MGS could take up an entire thread in terms of detail, but that one boss battle will always resonate with me.

Man, no kidding. That was the first MGS I played, and I just headshot every guard with a suppressed handgun. There were so many fucking guards in that boss fight, it was insane. I'll never forget it.

I remember my first encounter with the parallax mapped brick textures in stalker soc, I was blown away by the neat little spikes and 3d jags in the bricks and that fucking slick sexy gap where the cement bound those fucking cubed sluts together. Good times.

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when you went into the brothel in the favela, the prostitutes had stretchmarks and stuff

Hitman Absolution is a sleeper hit

I've been replaying Eternal Darkness recently and it has some pretty great reload animations.

do background chitchats count? because I think hitman absoultion was the first one to do a very very good job with those. I didn't play the new one waiting for the game to actually come out so they might have made it better.

The sound design in the game is absolutely superb as well.

You could pop your back tires by holding brakes and gas long wnough wen in a car.

see

Half Life fact files is this thread in a nutshell.

Nobody liked Hitman Absolution because the maps were hallways, meaning every single guard conversation WOULD be heard by the player.
Nobody likes that shit, it just makes players have to wait on a replay.
Compare with any given chit chat in Blood Money where you could just as easily disguise-walk past it or avoid it entirely through the arena-like levels.

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It's oversaturated, but it accounts for a lot of player shit.
That said

We both know the writing hits on their tastes way too hard, man, come on.

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It really isn't though, it's really simple stuff that's just hidden from the player and used to do a shitty metanarritive. From a technical perspective it does nothing impressive.

whats your fucking excuse modern devs

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Nothing shatters my immersion like not having your lower body modeled in an fps, I don't know why devs don't do it. It can't be that fucking hard. That's one thing I liked about the Halo games, not only was your lower body modeled but it had functioning hitboxes so you could kill yourself by shooting your own legs.

huh well I suppose you're right. that's why there were a lot of them then. honestly I don't think that the developer would want to put something that 80% of the player won't listen to or see like some guard in some far toilet having a shit and singing.

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>Started shooting everyone in the dick in NG+
I'm sorry communists, I-I didn't know

W-what happens?

every enemy you kill, with a corresponding animation as to how you killed them appears in the sorrow sequence

you can be in there for a long time if you killed with reckless abandon

They're communists, they weren't useful to begin with.

There's also something you can do that's kind of messed up.

If you kill a guard in the cliff section, a vulture can come down and start eating the corpse. If you then kill the vulture and eat it, when you get to The Sorrow, the dead guy will appear with the vulture and shout at you "You ate me!".

Something like that.

What I don't understand is these devs making normally breddy good yet simple games like and then throwing in completely random extreme details for no reason, when they could've put that effort towards refining gameplay and making shit really original.

The trailers for MGS4 introduced me to gun porn how much the dude in charge of cutscenes really cared about making weapons realistic and how to make the most of what you got.

And then the dude in charge of gameplay completely fucked that by pulling that shit with the M4. Still, those cutscenes created a thirst that no game has yet to quench when it comes to guns. R6 Siege and Insurgency comes close with the reload animations.

Provide proof, I've tried doing this a million times and it never happened for me.

I don't have my games anymore so I can provide proof, but I'm certain that you could at the very least attack a sticky grenade to your own feet.

Most likely those details are added in by some bored developer trying to show off or because the dev team thought that the player might have done that in the first place so making it as realistic as possible for the given setting will keep the player in his engagement.

Try and imagine if, in a FPS, a section has you fighting in a bar, shelves filled with liquor bottles, and somehow all your bullets don't even put a dent into then. Now suppose that the weapon you use is some sort of superbly precise weapon that will only hit one exact spot and force the bottle to break the same way regardless of where you shoot it. It would destroy your immersion in an instant.

Poor example, because I really don't base my immersion on shit like that, but I see where you're coming from. What I mean is that, we could see more shit like Nazi Zombies in WaW. If we have people put their autistic energy towards shit like minor game mechanics that actually make the game unique and is easy to implement rather than making certain objects do certain things in certain contexts, I think we'd have far more originality in vidya. And don't tell me normalfags wouldn't jump on those minor things in an instant and shill the fuck out of them.

I think the whole point of these thing existing and working properly is to prevent you from noticing you're playing a game. I don't know if I got this message through the way I wanted though.
That's the problem though, these minor and inconsequential things mean the world to them. Otherwise they'd not be autistic and they'd not work so well on those details. Autism channeling doesn't work like that, they need to want to do that, just like how some guy made an entire tool to modify Chaos in Sonic Adventure 2 to their more minute details like how hungry they are and their life cycle, yet there's next to no modding of the main game itself.
They always do that but it's only after NOT playing the game and seeing them in trailers hyping the fact that you can scale that mountain.

Can't remember a good example of attention to detail right now, so here a bad one

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What do you mean?

Like the user said, if you reload with a round still in the chamber, in-game snake ejects the round when he loads in a new mag regardless, yet the game says you still have an extra round. What's even more confusing is how the dude in charge of the gunplay knew
and kept all this shit in, even though snake would know not to do that, and the embed in the post proves his knowledge. Does that make sense? I'm not good with /k/ lingo, but ultimately, in-game the gun shit was a complete mess to watch unfold, as much as I loved it all.

It says that dialogue only hints at a possible choice in the game that was scrapped. I hardly call that attention to detail.

One of the few things I fondly remember about the Single Player Campaign in SC:II Heart of the Swarm was that the developers actually allowed you to ignore the tutorial instructions and mass-produce drones instead of zerglings to defend yourself against training robots. Cue baffled reaction from Blondy.

When people say TECHNOLOGY they usually just mean attention to detail in unexpected ways.

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You also could take out the end early on.

If there's one game that needs a pc port its metal gear solid 3. I'd love to play that again.

Would there be a way to port it without the source code and shit?

Its a different Game called Black Desert Online which has a bunch of cool realistic details. Like the rain.

For example. if you get wet, your skin starts to shine from the water and your clothes change colour. Some outfits will even turn partially transparent.

If you carry a trade pack and start to travel, after a while your character starts to sweat. The farther you travel, the more intense they sweat.

If you walk into an NPC or other player, you'll both be bumped and stumble.

Growing crops is much easier and you dont need to watch them as much in warmer temperate areas of the map. If you try and grow them in the desert areas, you'll have to water them more often. If you try and grow in the swamp, you have to watch out for mold.

Theres an option on the world map to view groundwater tables for a region. After it rains, the tables expand.

At night vendor NPCs go to bed and wont be available until morning. its hard to see at night and if theres a thunderstorm too, its damn near impossible to see without a lantern.

As the durability on your equipment lowers, your armor starts to fade, and get scratched. At 0 its all tattered and broken.

If you go into the desert, you need to bring water so you dont die of heatsroke. If you go at night you'll get hypothermia instead.

Didn't Bluepoint make the HD Collection without the source code?

>Empty magazines are tossed out instead of keeping them for later and have a world model that stays on the ground while casings disappear after a few seconds
>Game uses the slide stop for every handgun except for two and uses the bolt release for the SCAR-H, FAL, Sig 556xi, and everything else, especially the AR-15 weapons use the charging handle.

Right after the prologue, when you're supposed to go back to bed and go to the Saarbrucken race flashback, you can instead fuck around and earn upgrade medals. If you unlock the Aurora machine gun upgrade you can use it in the race to destroy Dierker's car.
It'll actually roll the credits before giving a special "mission failed" screen.

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Game?

Cortex Command?

Nice. Modern MMOs/multiplayer fetch quest games need to take a few dozen pages from them there manchurian picture books about them people what live in VRMMO games, or resurrect in the fantasy RPG world. They have lots of ideas that would be GREAT in MMOs, like experience levels in specific skills, with killing specific types of creatures, and even crafting certain types of things. Like, make 10 bear pelt capes, and you get better at it, so they come out better and take fewer materials to make, and so on. Ah well.

The guys who did the Sony HD collections(God of war and i think sly and the ico/shadow one) IIRC didn't have the source code to work with.

That's Bluepoint. Maybe it's just Sony that didn't have the source code to give them. Then again, the Silent Hill collection didn't have the source code, either.

Then would it not be possible to port to PC at that point? Why aren't fuckers doing this right now? Or would it just be an autistic form of emulation?

Surprisingly it's almost completely good in PCSX2 right now, so you can use that and pretend to have it on PC.


Because doing a reverse engineered port isn't easy nor a one man job.

One of my favorite details in The Saboteur that didn't really have a purpose is you could contextually tap on a guard's shoulder then suckerpunch him when he turned around, instead of usually choking them out or something like that. It really made the game have that classic movie feel to it for being able to do such a simple action. Fuck I miss that game. Maybe I should get it again.

I don't trust that shit in the slightest. Has OpenGL really improved that much?

Yeah, It's basically a permanent WIP currently it gets updates every couple of days at worst and several in a day at best.
Even people with AMD hardware (RX460/470/480 with latest beta drivers) have apparently managed to get it to work properly.

The darkness is actually one of my favorite games. It had a perfect tone and the gameplay was fantastic. It actually felt like you were terrorizing people with your spooky powers.

Only The Darkness 2 has a PC port, right?

Yeah. Played it when I was younger and didnt know consoles were paper weights. 2 is still pretty fun, but it's a COMPLETELY different game. It's worth a pirate.

I want to play the first one pretty bad, but I also don't want to dig my PS3 out of the closet and buy a copy. Maybe it will be remastered some day.

I love how the game has entire episodes of Popeye that you can view in its entirety. You can even watch the entirety of To Kill a Mockingbird with your girlfriend.

I just checked: it also has a Flash Gordon episode, Gabby, The Man With the Golden Gun, and the Street Fighter movie.

Why the hell did this videogame have so many movies and cartoons to watch in it?

You are mistaken

imdb.com/title/tt0073756/

because this was just before fun was banned from video game development.

WHAT

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Meme arrows wont change the amount of exclusives for your paper weights.

So where did you come from, Facebook or /r/pcmasterrace.

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Again, Facebook or /r/pcmustardrace/?

It was a joke on 4chan for like three years now you fucking ding dong

stop being a faggot, christ you're annoying. please tell me you're invoking Poe's Law with these questions about the meme arrows meme.

In Halo 3 each bullet had an actual model, and you could use their replay mode to zoom in on the casings, and each casing had it's corresponding player's tag on it.

In CoD4 you can see the world reflected off your scope, and when using a predator drone, the GPS coordinates on screen actually match their corresponding IRL GPS coordinates.

I never got past 2007.

Was it etched in or something?

Fuck i wish games still did this, now all i have is mods that bring it back.

Also,


red dead redemption was neato

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It had some cool load screens too. Better than the fucking Mass Effect elevators anyway.

Cool loading screens is one of the only things I miss about playing games on a console. Unfortunately, for every game that had cool loading screens, there were 20 games where you just stare at a logo in the bottom right corner.

In the same vein, I really enjoyed the install screens of Yakuza 3 and 4. I probably won't see anything like it again, since install times are getting shorter and shorter.

MGS4 let us look at Snake smoke for 40 min. Got to love 2008 internet.

Yeah, not much time for load screens anymore when you play from an SSD.

In halo 3, if you had a plasma grenade, it could stick to your weapon, which if you swapped for a weapon on the ground, it would carry onto the ground with it.

Also, there was another type of grenade called a spike grenade, and that could also, in midair be stuck with plasma grenades.

Spike grenades also would do double damage inside shield bubbles, as they bound around its interior.

Sniper rifles could shoot frag grenades and rockets in mid air and detonate them.

Reminds me of how in Dishonored you can block bullets with a well timed sword parry.

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These two are absolutely criminal, why the fuck bother with putting hints if you can't even read them

However I really do enjoy when the loading screen has a minigame or training mode of some sort

Tecmo Koei had a patent on loading screen minigames for a long time, but it recently expired. I'd have thought we would have seen some more of them by now. Maybe we will soon.

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If you have no waifu, she can't be killed.

None of that is easy to implement, the knock on effect ensures every vidya game mechanic you add in for gameplay has to be thought out and considered with how it interacts with every other gameplay element and you can't have to many gameplay elements otherwise you get the old classic "too many cooks spoils the pot" problem where adding tons of different flavors results in a very bland taste in the end product. The best case scenario is the extra stuff doesn't even matter. Unless you're talking about stuff that ranges to minor tweaks to existing enemies to do certain things to set them apart or simply creative map design well all that falls under level and game design it's up to the guys actually building the levels and having access to variable to do that and request the Holla Forumsguys to code in for stuff they can't do themselves.

Level designers don't want to do this because they're all hacks now and would rather spend more time creating level generating algorithms.

Have you ever seen a glitch set up so perfectly that you're pretty sure the devs knew about it the whole time? I bet the guy who "fixed" it also made Thieves' Guild.

most dev studios only know and care about consoles, where loading takes ages and the gamer can go take a shit, and still have time to make a coffee and read the tip.

The PC version is outsourced to china or india, or a pleb-tier studio with no money and no talent. Nobody along the chain can't even imagine gamers on PC will have 1s long loading times because they have switched to SSDs and have 16GB of ram.

That's vidya development today.

They don't make games like they used to.

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There's also some very neat details in Max Payne 1. For example during the level Playing it Bogart you can examine a note that talks about Rico Muerte, and during the graphic novel cutscene Max is shown to be throwing darts at Vinnie's image. Before examining the note there are three darts on the table, after examining there's only one and two are on the dart board with vinnie's face.

Here it is.

You can also dodge sword slashes if you crouch right when the guard swings.

At least post something that actually got implemented.

I can't find any videos, but there's also lines for when you run away from the commander and let the trooper kill him, or when you kill/knock out the trooper and steal his rifle.

Mount and Blade had this really cool thing with shields where the shield blocks an attack heading towards it, not just blocking when it is raised. Shield on your back and an arrow is fired from behind? Blocked. Shield not raised in your left arm and an arrow is headed that way? Blocked.

Stuff like that really show the advantages of designing a good system and letting the game take care of stuff that wasn't strictly intentional. It's why stuff like placing mines on the wall and using them to climb walls in Deus Ex works. The devs never thought anyone would do that, but it's still cool as shit.

The Getaway had some nice shit like you limped differently if shot in different places or got more damage.

Link? Vid?

I stopped playing on that level. I'm too much of a vagina to go on. Old games with their low poly models, low res textures and muffled sounds are somehow so much scarier than modern games.

One of the reasons thief 1/2 is scarier than most modern horror is that you actually have to care about being caught. Most stealth games are piss easy, even in combat. Because you can't fight for shit, there's actual tension when you're hiding.

Because some dev actually wanted to put that in for his own amusement.

Really, that was the main thing the game had going for it other than the soundtrack
I thought it was pretty nifty that enemies would combine attack patterns when fought together. All the flag checking and stuff was cool

Other than that, it was kind of just ok. People who have never played SMT, the mother series, any game with a pacifist route (iji, for example), and an actual bullet hell have no right to call it a masterpiece. Good autismal detail, derivative otherwise: even if it's technically unique.

what was that with guard tower?

Are you the same user who complained about the barrel detail webm several months ago?

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"Refining gameplay" is incredibly vague. You can't usually "refine" gameplay without having to change AI routines and redesign some levels. It's entirely possible that the developers of these games, at the time, were tapped out completely of gameplay ideas and had already met every goal they had set. Thus, they put extra effort into these details to amaze the players who found them.

I think older games are spookier precisely because the low poly models and shittier sounds makes everything feel an unnatural, almost dream-like eeriness that current games lack, because they are all so niced and smooth and polished.

During development Shiny Entertainment, to ensure that MDK's gore is as detailed and realistic as possible, ordered shady VHS tapes as a research aid. Pic is a shot from the MDK making-of booklet talking about this.

I don't really know the lengths they gone for the gore in the game and the creation of it, but there definitely is dismemberment and AI reactions corresponding to damage, beating out Goldeneye when it used AI reactions to damage to certain parts of the model.

Keep in mind that the marketing as well as early development of the game made the game out to be a dark cyberpunk shooter rather than the quirky game that was eventually released.

I have no doubt they had real footage of gore, it was quite good in that game

Kinda crazy that they managed to hire a full team of programmers, artists, and writers that all have a gore fetish